Pages

Monday, December 19, 2016

Rules of Engagement for the FSW Solo Campaign

Prelude: the ruling House of the Alliance of Quattro Formaggi has become extinct. The last surviving members have made a run for the New World, perhaps anticipating what is to come.

Four houses of the four corners of the Alliance rise with a claim to the throne.

~Campaign rules~

1 turn equals 1 month. This is quite a broad period of time, so miscellaneous actions (foraging etc.) would not be accounted for.

Each force (previously stated to be grouped together) is permitted to complete one action each turn.

Each House may, besides that, complete one event (such as pass a treaty with other houses, recruit fresh troops etc.)

This is pretty free-form, so, for example, if House A has no pursuit force, but beats House B in a battle, House B may argue that for the lack of light cavalry, the remainders of their force are free to fall back on their lines of communication.

Campaign events proceed with a roll: 1dX (d6/d8/d10) against target score at each choice.

Multiple levies or large losses of manpower will cause the subjects to dissent, then riot.

Gaining experience

Each fresh unit (and most of the experienced line units) begins without any upgrades. If the unit is routed or destroyed, no upgrades may be available to them; otherwise, their leadership and morale improves after each battle. The 'Fresh' quality is removed after the first or second major engagement.

Causalties are a difficult topic, as entire units are usually wiped out (the game works like that), and units winning close quarters combat also lose effectiveness after committing themselves. The basic guidelines are:

If irregulars attack a stationary enemy and are destroyed, they are assumed to have been routed and quit the field; the may re-form later.

In a regular v. regular fight, the winner may usually not lose more than 1-2 companies per participating unit.

If a unit is completely wiped out in a regular v. regular combat, and the side controlling it loses, the unit is assumed to have surrendered.

If a unit is wiped out and its side wins the battle, it may re-form from the wounded/stragglers with one understrength company (unless, of course, it was included in very heavy fighting or was sacrificed on purpose).

Battle cavalry usually suffers half the casualties in the Campaign log as in the game.

Kleine Krieg

Beginning in the year OC 1527, each House may recruit irregular companies. This is a simpler and quicker resolution of smaller clashes.